Elgluth orrb

Ferret

Explorer
A drow widgit!

Whip spider
Tiny Beast
HD 1/2d10 (hp 2)
Initiative +2 (Dex);
Speed 10 ft;
AC 21 (+6 Dex, +2 size, +3 natural);
Attacks: bite +8 melee;
Damage: bite 1d3-3;
Special quality: Perm. Spider climb,
Special attack: Weapon finesse (bite) Weapon finesse (sting), poison(Bite, sting)
Face/Reach 2 1/2 ft by 2 1/2 ft/0 ft;
Saves: Fort +2, Ref +8, Will +1;
Abilities: Str 5, Dex 19, Con 11, Int 6, Wis 12, Cha 8;
Skills and Feats: Hide +6, Move Silently +6;

Climate/Terrain: Any Plains
Organization: Solitary bunch (2-4)
Challenge Rating:?
Treasure: none
Alignment: Always Neutral evil
Advancement: 1-3HD tiny 4-7HD small 8-12HD Medium

These evil creatures, vile sentiments left in now blocked caves by the corrupt Drow. Appearing to be 1-2 ft long spiders with a snake tail and head, fondly named “Elgluth orrb” Or Whip spider by the Drow.

Usually they jump from the ceiling or wall, and latch on, biting and stinging.

Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror.

Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.
 
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I must say, these here critters look like fun little vermin :D The only thing wrong as far as I can see is their hp, their hp should be 2 not 3. But keep up the good work. :D
 





I wanted them to have more HP... Still they should be deadly....Sniff The Poison DC should be lower, but a dc1 for poison???
 

The save DC for any poison should be 10 + 1/2 hit dice + Con modifier (Strength may also be used, IIRC), so it would be DC 10 for all of the special poisonous effects your critter has, both for the primary and secondary effects of the poison.

Since you have two different types of poison--both pretty nasty--you might consider splitting it into two different descriptions (see below), factoring it into its final CR.

I would suggest:

Enfeeblement Poison (Ex): The sting attack delivers a deadly toxin that (Fort save DC 10, initial 1d6 temporary Dex and 2d6 temporary Wisdom / secondary feeblemind). The feeblemind affects the victim as a spell of the same name cast by a 1st-level sorceror.

Paralytic Poison (Ex): The bite delivers a paralytic poison (Fort save DC 10, initial 1d6 temporary Con 2d6 strength / secondary paralysis). The paralysis lasts for 1d6 rounds.

as an example, of course... you're free to tweak it as necessary.

Also, you could decide that the special effect may be poison, but the actual effect is magical, in which case you'd use its Cha bonus (which would mean DC 9 for your critter). You could describe each effect however you like.

- Devon
 


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